/*! Hammer.JS - v2.0.8 - 2016-04-23
 * http://hammerjs.github.io/
 *
 * Copyright (c) 2016 Jorik Tangelder;
 * Licensed under the MIT license */
(function(window, document, exportName, undefined) {
	'use strict';
  
  var VENDOR_PREFIXES = ['', 'webkit', 'Moz', 'MS', 'ms', 'o'];
  var TEST_ELEMENT = document.createElement('div');
  
  var TYPE_FUNCTION = 'function';
  
  var round = Math.round;
  var abs = Math.abs;
  var now = Date.now;
  
  /**
   * set a timeout with a given scope
   * @param {Function} fn
   * @param {Number} timeout
   * @param {Object} context
   * @returns {number}
   */
  function setTimeoutContext(fn, timeout, context) {
	  return setTimeout(bindFn(fn, context), timeout);
  }
  
  /**
   * if the argument is an array, we want to execute the fn on each entry
   * if it aint an array we don't want to do a thing.
   * this is used by all the methods that accept a single and array argument.
   * @param {*|Array} arg
   * @param {String} fn
   * @param {Object} [context]
   * @returns {Boolean}
   */
  function invokeArrayArg(arg, fn, context) {
	  if (Array.isArray(arg)) {
		  each(arg, context[fn], context);
		  return true;
	  }
	  return false;
  }
  
  /**
   * walk objects and arrays
   * @param {Object} obj
   * @param {Function} iterator
   * @param {Object} context
   */
  function each(obj, iterator, context) {
	  var i;
  
	  if (!obj) {
		  return;
	  }
  
	  if (obj.forEach) {
		  obj.forEach(iterator, context);
	  } else if (obj.length !== undefined) {
		  i = 0;
		  while (i < obj.length) {
			  iterator.call(context, obj[i], i, obj);
			  i++;
		  }
	  } else {
		  for (i in obj) {
			  obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
		  }
	  }
  }
  
  /**
   * wrap a method with a deprecation warning and stack trace
   * @param {Function} method
   * @param {String} name
   * @param {String} message
   * @returns {Function} A new function wrapping the supplied method.
   */
  function deprecate(method, name, message) {
	  var deprecationMessage = 'DEPRECATED METHOD: ' + name + '\n' + message + ' AT \n';
	  return function() {
		  var e = new Error('get-stack-trace');
		  var stack = e && e.stack ? e.stack.replace(/^[^\(]+?[\n$]/gm, '')
			  .replace(/^\s+at\s+/gm, '')
			  .replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@') : 'Unknown Stack Trace';
  
		  var log = window.console && (window.console.warn || window.console.log);
		  if (log) {
			  log.call(window.console, deprecationMessage, stack);
		  }
		  return method.apply(this, arguments);
	  };
  }
  
  /**
   * extend object.
   * means that properties in dest will be overwritten by the ones in src.
   * @param {Object} target
   * @param {...Object} objects_to_assign
   * @returns {Object} target
   */
  var assign;
  if (typeof Object.assign !== 'function') {
	  assign = function assign(target) {
		  if (target === undefined || target === null) {
			  throw new TypeError('Cannot convert undefined or null to object');
		  }
  
		  var output = Object(target);
		  for (var index = 1; index < arguments.length; index++) {
			  var source = arguments[index];
			  if (source !== undefined && source !== null) {
				  for (var nextKey in source) {
					  if (source.hasOwnProperty(nextKey)) {
						  output[nextKey] = source[nextKey];
					  }
				  }
			  }
		  }
		  return output;
	  };
  } else {
	  assign = Object.assign;
  }
  
  /**
   * extend object.
   * means that properties in dest will be overwritten by the ones in src.
   * @param {Object} dest
   * @param {Object} src
   * @param {Boolean} [merge=false]
   * @returns {Object} dest
   */
  var extend = deprecate(function extend(dest, src, merge) {
	  var keys = Object.keys(src);
	  var i = 0;
	  while (i < keys.length) {
		  if (!merge || (merge && dest[keys[i]] === undefined)) {
			  dest[keys[i]] = src[keys[i]];
		  }
		  i++;
	  }
	  return dest;
  }, 'extend', 'Use `assign`.');
  
  /**
   * merge the values from src in the dest.
   * means that properties that exist in dest will not be overwritten by src
   * @param {Object} dest
   * @param {Object} src
   * @returns {Object} dest
   */
  var merge = deprecate(function merge(dest, src) {
	  return extend(dest, src, true);
  }, 'merge', 'Use `assign`.');
  
  /**
   * simple class inheritance
   * @param {Function} child
   * @param {Function} base
   * @param {Object} [properties]
   */
  function inherit(child, base, properties) {
	  var baseP = base.prototype,
		  childP;
  
	  childP = child.prototype = Object.create(baseP);
	  childP.constructor = child;
	  childP._super = baseP;
  
	  if (properties) {
		  assign(childP, properties);
	  }
  }
  
  /**
   * simple function bind
   * @param {Function} fn
   * @param {Object} context
   * @returns {Function}
   */
  function bindFn(fn, context) {
	  return function boundFn() {
		  return fn.apply(context, arguments);
	  };
  }
  
  /**
   * let a boolean value also be a function that must return a boolean
   * this first item in args will be used as the context
   * @param {Boolean|Function} val
   * @param {Array} [args]
   * @returns {Boolean}
   */
  function boolOrFn(val, args) {
	  if (typeof val == TYPE_FUNCTION) {
		  return val.apply(args ? args[0] || undefined : undefined, args);
	  }
	  return val;
  }
  
  /**
   * use the val2 when val1 is undefined
   * @param {*} val1
   * @param {*} val2
   * @returns {*}
   */
  function ifUndefined(val1, val2) {
	  return (val1 === undefined) ? val2 : val1;
  }
  
  /**
   * addEventListener with multiple events at once
   * @param {EventTarget} target
   * @param {String} types
   * @param {Function} handler
   */
  function addEventListeners(target, types, handler) {
	  each(splitStr(types), function(type) {
		  target.addEventListener(type, handler, false);
	  });
  }
  
  /**
   * removeEventListener with multiple events at once
   * @param {EventTarget} target
   * @param {String} types
   * @param {Function} handler
   */
  function removeEventListeners(target, types, handler) {
	  each(splitStr(types), function(type) {
		  target.removeEventListener(type, handler, false);
	  });
  }
  
  /**
   * find if a node is in the given parent
   * @method hasParent
   * @param {HTMLElement} node
   * @param {HTMLElement} parent
   * @return {Boolean} found
   */
  function hasParent(node, parent) {
	  while (node) {
		  if (node == parent) {
			  return true;
		  }
		  node = node.parentNode;
	  }
	  return false;
  }
  
  /**
   * small indexOf wrapper
   * @param {String} str
   * @param {String} find
   * @returns {Boolean} found
   */
  function inStr(str, find) {
	  return str.indexOf(find) > -1;
  }
  
  /**
   * split string on whitespace
   * @param {String} str
   * @returns {Array} words
   */
  function splitStr(str) {
	  return str.trim().split(/\s+/g);
  }
  
  /**
   * find if a array contains the object using indexOf or a simple polyFill
   * @param {Array} src
   * @param {String} find
   * @param {String} [findByKey]
   * @return {Boolean|Number} false when not found, or the index
   */
  function inArray(src, find, findByKey) {
	  if (src.indexOf && !findByKey) {
		  return src.indexOf(find);
	  } else {
		  var i = 0;
		  while (i < src.length) {
			  if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
				  return i;
			  }
			  i++;
		  }
		  return -1;
	  }
  }
  
  /**
   * convert array-like objects to real arrays
   * @param {Object} obj
   * @returns {Array}
   */
  function toArray(obj) {
	  return Array.prototype.slice.call(obj, 0);
  }
  
  /**
   * unique array with objects based on a key (like 'id') or just by the array's value
   * @param {Array} src [{id:1},{id:2},{id:1}]
   * @param {String} [key]
   * @param {Boolean} [sort=False]
   * @returns {Array} [{id:1},{id:2}]
   */
  function uniqueArray(src, key, sort) {
	  var results = [];
	  var values = [];
	  var i = 0;
  
	  while (i < src.length) {
		  var val = key ? src[i][key] : src[i];
		  if (inArray(values, val) < 0) {
			  results.push(src[i]);
		  }
		  values[i] = val;
		  i++;
	  }
  
	  if (sort) {
		  if (!key) {
			  results = results.sort();
		  } else {
			  results = results.sort(function sortUniqueArray(a, b) {
				  return a[key] > b[key];
			  });
		  }
	  }
  
	  return results;
  }
  
  /**
   * get the prefixed property
   * @param {Object} obj
   * @param {String} property
   * @returns {String|Undefined} prefixed
   */
  function prefixed(obj, property) {
	  var prefix, prop;
	  var camelProp = property[0].toUpperCase() + property.slice(1);
  
	  var i = 0;
	  while (i < VENDOR_PREFIXES.length) {
		  prefix = VENDOR_PREFIXES[i];
		  prop = (prefix) ? prefix + camelProp : property;
  
		  if (prop in obj) {
			  return prop;
		  }
		  i++;
	  }
	  return undefined;
  }
  
  /**
   * get a unique id
   * @returns {number} uniqueId
   */
  var _uniqueId = 1;
  function uniqueId() {
	  return _uniqueId++;
  }
  
  /**
   * get the window object of an element
   * @param {HTMLElement} element
   * @returns {DocumentView|Window}
   */
  function getWindowForElement(element) {
	  var doc = element.ownerDocument || element;
	  return (doc.defaultView || doc.parentWindow || window);
  }
  
  var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;
  
  var SUPPORT_TOUCH = ('ontouchstart' in window);
  var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
  var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);
  
  var INPUT_TYPE_TOUCH = 'touch';
  var INPUT_TYPE_PEN = 'pen';
  var INPUT_TYPE_MOUSE = 'mouse';
  var INPUT_TYPE_KINECT = 'kinect';
  
  var COMPUTE_INTERVAL = 25;
  
  var INPUT_START = 1;
  var INPUT_MOVE = 2;
  var INPUT_END = 4;
  var INPUT_CANCEL = 8;
  
  var DIRECTION_NONE = 1;
  var DIRECTION_LEFT = 2;
  var DIRECTION_RIGHT = 4;
  var DIRECTION_UP = 8;
  var DIRECTION_DOWN = 16;
  
  var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
  var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
  var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;
  
  var PROPS_XY = ['x', 'y'];
  var PROPS_CLIENT_XY = ['clientX', 'clientY'];
  
  /**
   * create new input type manager
   * @param {Manager} manager
   * @param {Function} callback
   * @returns {Input}
   * @constructor
   */
  function Input(manager, callback) {
	  var self = this;
	  this.manager = manager;
	  this.callback = callback;
	  this.element = manager.element;
	  this.target = manager.options.inputTarget;
  
	  // smaller wrapper around the handler, for the scope and the enabled state of the manager,
	  // so when disabled the input events are completely bypassed.
	  this.domHandler = function(ev) {
		  if (boolOrFn(manager.options.enable, [manager])) {
			  self.handler(ev);
		  }
	  };
  
	  this.init();
  
  }
  
  Input.prototype = {
	  /**
	   * should handle the inputEvent data and trigger the callback
	   * @virtual
	   */
	  handler: function() { },
  
	  /**
	   * bind the events
	   */
	  init: function() {
		  this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
		  this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
		  this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
	  },
  
	  /**
	   * unbind the events
	   */
	  destroy: function() {
		  this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
		  this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
		  this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
	  }
  };
  
  /**
   * create new input type manager
   * called by the Manager constructor
   * @param {Hammer} manager
   * @returns {Input}
   */
  function createInputInstance(manager) {
	  var Type;
	  var inputClass = manager.options.inputClass;
  
	  if (inputClass) {
		  Type = inputClass;
	  } else if (SUPPORT_POINTER_EVENTS) {
		  Type = PointerEventInput;
	  } else if (SUPPORT_ONLY_TOUCH) {
		  Type = TouchInput;
	  } else if (!SUPPORT_TOUCH) {
		  Type = MouseInput;
	  } else {
		  Type = TouchMouseInput;
	  }
	  return new (Type)(manager, inputHandler);
  }
  
  /**
   * handle input events
   * @param {Manager} manager
   * @param {String} eventType
   * @param {Object} input
   */
  function inputHandler(manager, eventType, input) {
	  var pointersLen = input.pointers.length;
	  var changedPointersLen = input.changedPointers.length;
	  var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
	  var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));
  
	  input.isFirst = !!isFirst;
	  input.isFinal = !!isFinal;
  
	  if (isFirst) {
		  manager.session = {};
	  }
  
	  // source event is the normalized value of the domEvents
	  // like 'touchstart, mouseup, pointerdown'
	  input.eventType = eventType;
  
	  // compute scale, rotation etc
	  computeInputData(manager, input);
  
	  // emit secret event
	  manager.emit('hammer.input', input);
  
	  manager.recognize(input);
	  manager.session.prevInput = input;
  }
  
  /**
   * extend the data with some usable properties like scale, rotate, velocity etc
   * @param {Object} manager
   * @param {Object} input
   */
  function computeInputData(manager, input) {
	  var session = manager.session;
	  var pointers = input.pointers;
	  var pointersLength = pointers.length;
  
	  // store the first input to calculate the distance and direction
	  if (!session.firstInput) {
		  session.firstInput = simpleCloneInputData(input);
	  }
  
	  // to compute scale and rotation we need to store the multiple touches
	  if (pointersLength > 1 && !session.firstMultiple) {
		  session.firstMultiple = simpleCloneInputData(input);
	  } else if (pointersLength === 1) {
		  session.firstMultiple = false;
	  }
  
	  var firstInput = session.firstInput;
	  var firstMultiple = session.firstMultiple;
	  var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;
  
	  var center = input.center = getCenter(pointers);
	  input.timeStamp = now();
	  input.deltaTime = input.timeStamp - firstInput.timeStamp;
  
	  input.angle = getAngle(offsetCenter, center);
	  input.distance = getDistance(offsetCenter, center);
  
	  computeDeltaXY(session, input);
	  input.offsetDirection = getDirection(input.deltaX, input.deltaY);
  
	  var overallVelocity = getVelocity(input.deltaTime, input.deltaX, input.deltaY);
	  input.overallVelocityX = overallVelocity.x;
	  input.overallVelocityY = overallVelocity.y;
	  input.overallVelocity = (abs(overallVelocity.x) > abs(overallVelocity.y)) ? overallVelocity.x : overallVelocity.y;
  
	  input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
	  input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;
  
	  input.maxPointers = !session.prevInput ? input.pointers.length : ((input.pointers.length >
		  session.prevInput.maxPointers) ? input.pointers.length : session.prevInput.maxPointers);
  
	  computeIntervalInputData(session, input);
  
	  // find the correct target
	  var target = manager.element;
	  if (hasParent(input.srcEvent.target, target)) {
		  target = input.srcEvent.target;
	  }
	  input.target = target;
  }
  
  function computeDeltaXY(session, input) {
	  var center = input.center;
	  var offset = session.offsetDelta || {};
	  var prevDelta = session.prevDelta || {};
	  var prevInput = session.prevInput || {};
  
	  if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
		  prevDelta = session.prevDelta = {
			  x: prevInput.deltaX || 0,
			  y: prevInput.deltaY || 0
		  };
  
		  offset = session.offsetDelta = {
			  x: center.x,
			  y: center.y
		  };
	  }
  
	  input.deltaX = prevDelta.x + (center.x - offset.x);
	  input.deltaY = prevDelta.y + (center.y - offset.y);
  }
  
  /**
   * velocity is calculated every x ms
   * @param {Object} session
   * @param {Object} input
   */
  function computeIntervalInputData(session, input) {
	  var last = session.lastInterval || input,
		  deltaTime = input.timeStamp - last.timeStamp,
		  velocity, velocityX, velocityY, direction;
  
	  if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
		  var deltaX = input.deltaX - last.deltaX;
		  var deltaY = input.deltaY - last.deltaY;
  
		  var v = getVelocity(deltaTime, deltaX, deltaY);
		  velocityX = v.x;
		  velocityY = v.y;
		  velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
		  direction = getDirection(deltaX, deltaY);
  
		  session.lastInterval = input;
	  } else {
		  // use latest velocity info if it doesn't overtake a minimum period
		  velocity = last.velocity;
		  velocityX = last.velocityX;
		  velocityY = last.velocityY;
		  direction = last.direction;
	  }
  
	  input.velocity = velocity;
	  input.velocityX = velocityX;
	  input.velocityY = velocityY;
	  input.direction = direction;
  }
  
  /**
   * create a simple clone from the input used for storage of firstInput and firstMultiple
   * @param {Object} input
   * @returns {Object} clonedInputData
   */
  function simpleCloneInputData(input) {
	  // make a simple copy of the pointers because we will get a reference if we don't
	  // we only need clientXY for the calculations
	  var pointers = [];
	  var i = 0;
	  while (i < input.pointers.length) {
		  pointers[i] = {
			  clientX: round(input.pointers[i].clientX),
			  clientY: round(input.pointers[i].clientY)
		  };
		  i++;
	  }
  
	  return {
		  timeStamp: now(),
		  pointers: pointers,
		  center: getCenter(pointers),
		  deltaX: input.deltaX,
		  deltaY: input.deltaY
	  };
  }
  
  /**
   * get the center of all the pointers
   * @param {Array} pointers
   * @return {Object} center contains `x` and `y` properties
   */
  function getCenter(pointers) {
	  var pointersLength = pointers.length;
  
	  // no need to loop when only one touch
	  if (pointersLength === 1) {
		  return {
			  x: round(pointers[0].clientX),
			  y: round(pointers[0].clientY)
		  };
	  }
  
	  var x = 0, y = 0, i = 0;
	  while (i < pointersLength) {
		  x += pointers[i].clientX;
		  y += pointers[i].clientY;
		  i++;
	  }
  
	  return {
		  x: round(x / pointersLength),
		  y: round(y / pointersLength)
	  };
  }
  
  /**
   * calculate the velocity between two points. unit is in px per ms.
   * @param {Number} deltaTime
   * @param {Number} x
   * @param {Number} y
   * @return {Object} velocity `x` and `y`
   */
  function getVelocity(deltaTime, x, y) {
	  return {
		  x: x / deltaTime || 0,
		  y: y / deltaTime || 0
	  };
  }
  
  /**
   * get the direction between two points
   * @param {Number} x
   * @param {Number} y
   * @return {Number} direction
   */
  function getDirection(x, y) {
	  if (x === y) {
		  return DIRECTION_NONE;
	  }
  
	  if (abs(x) >= abs(y)) {
		  return x < 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
	  }
	  return y < 0 ? DIRECTION_UP : DIRECTION_DOWN;
  }
  
  /**
   * calculate the absolute distance between two points
   * @param {Object} p1 {x, y}
   * @param {Object} p2 {x, y}
   * @param {Array} [props] containing x and y keys
   * @return {Number} distance
   */
  function getDistance(p1, p2, props) {
	  if (!props) {
		  props = PROPS_XY;
	  }
	  var x = p2[props[0]] - p1[props[0]],
		  y = p2[props[1]] - p1[props[1]];
  
	  return Math.sqrt((x * x) + (y * y));
  }
  
  /**
   * calculate the angle between two coordinates
   * @param {Object} p1
   * @param {Object} p2
   * @param {Array} [props] containing x and y keys
   * @return {Number} angle
   */
  function getAngle(p1, p2, props) {
	  if (!props) {
		  props = PROPS_XY;
	  }
	  var x = p2[props[0]] - p1[props[0]],
		  y = p2[props[1]] - p1[props[1]];
	  return Math.atan2(y, x) * 180 / Math.PI;
  }
  
  /**
   * calculate the rotation degrees between two pointersets
   * @param {Array} start array of pointers
   * @param {Array} end array of pointers
   * @return {Number} rotation
   */
  function getRotation(start, end) {
	  return getAngle(end[1], end[0], PROPS_CLIENT_XY) + getAngle(start[1], start[0], PROPS_CLIENT_XY);
  }
  
  /**
   * calculate the scale factor between two pointersets
   * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
   * @param {Array} start array of pointers
   * @param {Array} end array of pointers
   * @return {Number} scale
   */
  function getScale(start, end) {
	  return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
  }
  
  var MOUSE_INPUT_MAP = {
	  mousedown: INPUT_START,
	  mousemove: INPUT_MOVE,
	  mouseup: INPUT_END
  };
  
  var MOUSE_ELEMENT_EVENTS = 'mousedown';
  var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';
  
  /**
   * Mouse events input
   * @constructor
   * @extends Input
   */
  function MouseInput() {
	  this.evEl = MOUSE_ELEMENT_EVENTS;
	  this.evWin = MOUSE_WINDOW_EVENTS;
  
	  this.pressed = false; // mousedown state
  
	  Input.apply(this, arguments);
  }
  
  inherit(MouseInput, Input, {
	  /**
	   * handle mouse events
	   * @param {Object} ev
	   */
	  handler: function MEhandler(ev) {
		  var eventType = MOUSE_INPUT_MAP[ev.type];
  
		  // on start we want to have the left mouse button down
		  if (eventType & INPUT_START && ev.button === 0) {
			  this.pressed = true;
		  }
  
		  if (eventType & INPUT_MOVE && ev.which !== 1) {
			  eventType = INPUT_END;
		  }
  
		  // mouse must be down
		  if (!this.pressed) {
			  return;
		  }
  
		  if (eventType & INPUT_END) {
			  this.pressed = false;
		  }
  
		  this.callback(this.manager, eventType, {
			  pointers: [ev],
			  changedPointers: [ev],
			  pointerType: INPUT_TYPE_MOUSE,
			  srcEvent: ev
		  });
	  }
  });
  
  var POINTER_INPUT_MAP = {
	  pointerdown: INPUT_START,
	  pointermove: INPUT_MOVE,
	  pointerup: INPUT_END,
	  pointercancel: INPUT_CANCEL,
	  pointerout: INPUT_CANCEL
  };
  
  // in IE10 the pointer types is defined as an enum
  var IE10_POINTER_TYPE_ENUM = {
	  2: INPUT_TYPE_TOUCH,
	  3: INPUT_TYPE_PEN,
	  4: INPUT_TYPE_MOUSE,
	  5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
  };
  
  var POINTER_ELEMENT_EVENTS = 'pointerdown';
  var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';
  
  // IE10 has prefixed support, and case-sensitive
  if (window.MSPointerEvent && !window.PointerEvent) {
	  POINTER_ELEMENT_EVENTS = 'MSPointerDown';
	  POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
  }
  
  /**
   * Pointer events input
   * @constructor
   * @extends Input
   */
  function PointerEventInput() {
	  this.evEl = POINTER_ELEMENT_EVENTS;
	  this.evWin = POINTER_WINDOW_EVENTS;
  
	  Input.apply(this, arguments);
  
	  this.store = (this.manager.session.pointerEvents = []);
  }
  
  inherit(PointerEventInput, Input, {
	  /**
	   * handle mouse events
	   * @param {Object} ev
	   */
	  handler: function PEhandler(ev) {
		  var store = this.store;
		  var removePointer = false;
  
		  var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
		  var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
		  var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;
  
		  var isTouch = (pointerType == INPUT_TYPE_TOUCH);
  
		  // get index of the event in the store
		  var storeIndex = inArray(store, ev.pointerId, 'pointerId');
  
		  // start and mouse must be down
		  if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
			  if (storeIndex < 0) {
				  store.push(ev);
				  storeIndex = store.length - 1;
			  }
		  } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
			  removePointer = true;
		  }
  
		  // it not found, so the pointer hasn't been down (so it's probably a hover)
		  if (storeIndex < 0) {
			  return;
		  }
  
		  // update the event in the store
		  store[storeIndex] = ev;
  
		  this.callback(this.manager, eventType, {
			  pointers: store,
			  changedPointers: [ev],
			  pointerType: pointerType,
			  srcEvent: ev
		  });
  
		  if (removePointer) {
			  // remove from the store
			  store.splice(storeIndex, 1);
		  }
	  }
  });
  
  var SINGLE_TOUCH_INPUT_MAP = {
	  touchstart: INPUT_START,
	  touchmove: INPUT_MOVE,
	  touchend: INPUT_END,
	  touchcancel: INPUT_CANCEL
  };
  
  var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
  var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';
  
  /**
   * Touch events input
   * @constructor
   * @extends Input
   */
  function SingleTouchInput() {
	  this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
	  this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
	  this.started = false;
  
	  Input.apply(this, arguments);
  }
  
  inherit(SingleTouchInput, Input, {
	  handler: function TEhandler(ev) {
		  var type = SINGLE_TOUCH_INPUT_MAP[ev.type];
  
		  // should we handle the touch events?
		  if (type === INPUT_START) {
			  this.started = true;
		  }
  
		  if (!this.started) {
			  return;
		  }
  
		  var touches = normalizeSingleTouches.call(this, ev, type);
  
		  // when done, reset the started state
		  if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
			  this.started = false;
		  }
  
		  this.callback(this.manager, type, {
			  pointers: touches[0],
			  changedPointers: touches[1],
			  pointerType: INPUT_TYPE_TOUCH,
			  srcEvent: ev
		  });
	  }
  });
  
  /**
   * @this {TouchInput}
   * @param {Object} ev
   * @param {Number} type flag
   * @returns {undefined|Array} [all, changed]
   */
  function normalizeSingleTouches(ev, type) {
	  var all = toArray(ev.touches);
	  var changed = toArray(ev.changedTouches);
  
	  if (type & (INPUT_END | INPUT_CANCEL)) {
		  all = uniqueArray(all.concat(changed), 'identifier', true);
	  }
  
	  return [all, changed];
  }
  
  var TOUCH_INPUT_MAP = {
	  touchstart: INPUT_START,
	  touchmove: INPUT_MOVE,
	  touchend: INPUT_END,
	  touchcancel: INPUT_CANCEL
  };
  
  var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';
  
  /**
   * Multi-user touch events input
   * @constructor
   * @extends Input
   */
  function TouchInput() {
	  this.evTarget = TOUCH_TARGET_EVENTS;
	  this.targetIds = {};
  
	  Input.apply(this, arguments);
  }
  
  inherit(TouchInput, Input, {
	  handler: function MTEhandler(ev) {
		  var type = TOUCH_INPUT_MAP[ev.type];
		  var touches = getTouches.call(this, ev, type);
		  if (!touches) {
			  return;
		  }
  
		  this.callback(this.manager, type, {
			  pointers: touches[0],
			  changedPointers: touches[1],
			  pointerType: INPUT_TYPE_TOUCH,
			  srcEvent: ev
		  });
	  }
  });
  
  /**
   * @this {TouchInput}
   * @param {Object} ev
   * @param {Number} type flag
   * @returns {undefined|Array} [all, changed]
   */
  function getTouches(ev, type) {
	  var allTouches = toArray(ev.touches);
	  var targetIds = this.targetIds;
  
	  // when there is only one touch, the process can be simplified
	  if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
		  targetIds[allTouches[0].identifier] = true;
		  return [allTouches, allTouches];
	  }
  
	  var i,
		  targetTouches,
		  changedTouches = toArray(ev.changedTouches),
		  changedTargetTouches = [],
		  target = this.target;
  
	  // get target touches from touches
	  targetTouches = allTouches.filter(function(touch) {
		  return hasParent(touch.target, target);
	  });
  
	  // collect touches
	  if (type === INPUT_START) {
		  i = 0;
		  while (i < targetTouches.length) {
			  targetIds[targetTouches[i].identifier] = true;
			  i++;
		  }
	  }
  
	  // filter changed touches to only contain touches that exist in the collected target ids
	  i = 0;
	  while (i < changedTouches.length) {
		  if (targetIds[changedTouches[i].identifier]) {
			  changedTargetTouches.push(changedTouches[i]);
		  }
  
		  // cleanup removed touches
		  if (type & (INPUT_END | INPUT_CANCEL)) {
			  delete targetIds[changedTouches[i].identifier];
		  }
		  i++;
	  }
  
	  if (!changedTargetTouches.length) {
		  return;
	  }
  
	  return [
		  // merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
		  uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
		  changedTargetTouches
	  ];
  }
  
  /**
   * Combined touch and mouse input
   *
   * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
   * This because touch devices also emit mouse events while doing a touch.
   *
   * @constructor
   * @extends Input
   */
  
  var DEDUP_TIMEOUT = 2500;
  var DEDUP_DISTANCE = 25;
  
  function TouchMouseInput() {
	  Input.apply(this, arguments);
  
	  var handler = bindFn(this.handler, this);
	  this.touch = new TouchInput(this.manager, handler);
	  this.mouse = new MouseInput(this.manager, handler);
  
	  this.primaryTouch = null;
	  this.lastTouches = [];
  }
  
  inherit(TouchMouseInput, Input, {
	  /**
	   * handle mouse and touch events
	   * @param {Hammer} manager
	   * @param {String} inputEvent
	   * @param {Object} inputData
	   */
	  handler: function TMEhandler(manager, inputEvent, inputData) {
		  var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
			  isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);
  
		  if (isMouse && inputData.sourceCapabilities && inputData.sourceCapabilities.firesTouchEvents) {
			  return;
		  }
  
		  // when we're in a touch event, record touches to  de-dupe synthetic mouse event
		  if (isTouch) {
			  recordTouches.call(this, inputEvent, inputData);
		  } else if (isMouse && isSyntheticEvent.call(this, inputData)) {
			  return;
		  }
  
		  this.callback(manager, inputEvent, inputData);
	  },
  
	  /**
	   * remove the event listeners
	   */
	  destroy: function destroy() {
		  this.touch.destroy();
		  this.mouse.destroy();
	  }
  });
  
  function recordTouches(eventType, eventData) {
	  if (eventType & INPUT_START) {
		  this.primaryTouch = eventData.changedPointers[0].identifier;
		  setLastTouch.call(this, eventData);
	  } else if (eventType & (INPUT_END | INPUT_CANCEL)) {
		  setLastTouch.call(this, eventData);
	  }
  }
  
  function setLastTouch(eventData) {
	  var touch = eventData.changedPointers[0];
  
	  if (touch.identifier === this.primaryTouch) {
		  var lastTouch = {x: touch.clientX, y: touch.clientY};
		  this.lastTouches.push(lastTouch);
		  var lts = this.lastTouches;
		  var removeLastTouch = function() {
			  var i = lts.indexOf(lastTouch);
			  if (i > -1) {
				  lts.splice(i, 1);
			  }
		  };
		  setTimeout(removeLastTouch, DEDUP_TIMEOUT);
	  }
  }
  
  function isSyntheticEvent(eventData) {
	  var x = eventData.srcEvent.clientX, y = eventData.srcEvent.clientY;
	  for (var i = 0; i < this.lastTouches.length; i++) {
		  var t = this.lastTouches[i];
		  var dx = Math.abs(x - t.x), dy = Math.abs(y - t.y);
		  if (dx <= DEDUP_DISTANCE && dy <= DEDUP_DISTANCE) {
			  return true;
		  }
	  }
	  return false;
  }
  
  var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
  var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;
  
  // magical touchAction value
  var TOUCH_ACTION_COMPUTE = 'compute';
  var TOUCH_ACTION_AUTO = 'auto';
  var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
  var TOUCH_ACTION_NONE = 'none';
  var TOUCH_ACTION_PAN_X = 'pan-x';
  var TOUCH_ACTION_PAN_Y = 'pan-y';
  var TOUCH_ACTION_MAP = getTouchActionProps();
  
  /**
   * Touch Action
   * sets the touchAction property or uses the js alternative
   * @param {Manager} manager
   * @param {String} value
   * @constructor
   */
  function TouchAction(manager, value) {
	  this.manager = manager;
	  this.set(value);
  }
  
  TouchAction.prototype = {
	  /**
	   * set the touchAction value on the element or enable the polyfill
	   * @param {String} value
	   */
	  set: function(value) {
		  // find out the touch-action by the event handlers
		  if (value == TOUCH_ACTION_COMPUTE) {
			  value = this.compute();
		  }
  
		  if (NATIVE_TOUCH_ACTION && this.manager.element.style && TOUCH_ACTION_MAP[value]) {
			  this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
		  }
		  this.actions = value.toLowerCase().trim();
	  },
  
	  /**
	   * just re-set the touchAction value
	   */
	  update: function() {
		  this.set(this.manager.options.touchAction);
	  },
  
	  /**
	   * compute the value for the touchAction property based on the recognizer's settings
	   * @returns {String} value
	   */
	  compute: function() {
		  var actions = [];
		  each(this.manager.recognizers, function(recognizer) {
			  if (boolOrFn(recognizer.options.enable, [recognizer])) {
				  actions = actions.concat(recognizer.getTouchAction());
			  }
		  });
		  return cleanTouchActions(actions.join(' '));
	  },
  
	  /**
	   * this method is called on each input cycle and provides the preventing of the browser behavior
	   * @param {Object} input
	   */
	  preventDefaults: function(input) {
		  var srcEvent = input.srcEvent;
		  var direction = input.offsetDirection;
  
		  // if the touch action did prevented once this session
		  if (this.manager.session.prevented) {
			  srcEvent.preventDefault();
			  return;
		  }
  
		  var actions = this.actions;
		  var hasNone = inStr(actions, TOUCH_ACTION_NONE) && !TOUCH_ACTION_MAP[TOUCH_ACTION_NONE];
		  var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_Y];
		  var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X) && !TOUCH_ACTION_MAP[TOUCH_ACTION_PAN_X];
  
		  if (hasNone) {
			  //do not prevent defaults if this is a tap gesture
  
			  var isTapPointer = input.pointers.length === 1;
			  var isTapMovement = input.distance < 2;
			  var isTapTouchTime = input.deltaTime < 250;
  
			  if (isTapPointer && isTapMovement && isTapTouchTime) {
				  return;
			  }
		  }
  
		  if (hasPanX && hasPanY) {
			  // `pan-x pan-y` means browser handles all scrolling/panning, do not prevent
			  return;
		  }
  
		  if (hasNone ||
			  (hasPanY && direction & DIRECTION_HORIZONTAL) ||
			  (hasPanX && direction & DIRECTION_VERTICAL)) {
			  return this.preventSrc(srcEvent);
		  }
	  },
  
	  /**
	   * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
	   * @param {Object} srcEvent
	   */
	  preventSrc: function(srcEvent) {
		  this.manager.session.prevented = true;
		  srcEvent.preventDefault();
	  }
  };
  
  /**
   * when the touchActions are collected they are not a valid value, so we need to clean things up. *
   * @param {String} actions
   * @returns {*}
   */
  function cleanTouchActions(actions) {
	  // none
	  if (inStr(actions, TOUCH_ACTION_NONE)) {
		  return TOUCH_ACTION_NONE;
	  }
  
	  var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
	  var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
  
	  // if both pan-x and pan-y are set (different recognizers
	  // for different directions, e.g. horizontal pan but vertical swipe?)
	  // we need none (as otherwise with pan-x pan-y combined none of these
	  // recognizers will work, since the browser would handle all panning
	  if (hasPanX && hasPanY) {
		  return TOUCH_ACTION_NONE;
	  }
  
	  // pan-x OR pan-y
	  if (hasPanX || hasPanY) {
		  return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
	  }
  
	  // manipulation
	  if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
		  return TOUCH_ACTION_MANIPULATION;
	  }
  
	  return TOUCH_ACTION_AUTO;
  }
  
  function getTouchActionProps() {
	  if (!NATIVE_TOUCH_ACTION) {
		  return false;
	  }
	  var touchMap = {};
	  var cssSupports = window.CSS && window.CSS.supports;
	  ['auto', 'manipulation', 'pan-y', 'pan-x', 'pan-x pan-y', 'none'].forEach(function(val) {
  
		  // If css.supports is not supported but there is native touch-action assume it supports
		  // all values. This is the case for IE 10 and 11.
		  touchMap[val] = cssSupports ? window.CSS.supports('touch-action', val) : true;
	  });
	  return touchMap;
  }
  
  /**
   * Recognizer flow explained; *
   * All recognizers have the initial state of POSSIBLE when a input session starts.
   * The definition of a input session is from the first input until the last input, with all it's movement in it. *
   * Example session for mouse-input: mousedown -> mousemove -> mouseup
   *
   * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
   * which determines with state it should be.
   *
   * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
   * POSSIBLE to give it another change on the next cycle.
   *
   *               Possible
   *                  |
   *            +-----+---------------+
   *            |                     |
   *      +-----+-----+               |
   *      |           |               |
   *   Failed      Cancelled          |
   *                          +-------+------+
   *                          |              |
   *                      Recognized       Began
   *                                         |
   *                                      Changed
   *                                         |
   *                                  Ended/Recognized
   */
  var STATE_POSSIBLE = 1;
  var STATE_BEGAN = 2;
  var STATE_CHANGED = 4;
  var STATE_ENDED = 8;
  var STATE_RECOGNIZED = STATE_ENDED;
  var STATE_CANCELLED = 16;
  var STATE_FAILED = 32;
  
  /**
   * Recognizer
   * Every recognizer needs to extend from this class.
   * @constructor
   * @param {Object} options
   */
  function Recognizer(options) {
	  this.options = assign({}, this.defaults, options || {});
  
	  this.id = uniqueId();
  
	  this.manager = null;
  
	  // default is enable true
	  this.options.enable = ifUndefined(this.options.enable, true);
  
	  this.state = STATE_POSSIBLE;
  
	  this.simultaneous = {};
	  this.requireFail = [];
  }
  
  Recognizer.prototype = {
	  /**
	   * @virtual
	   * @type {Object}
	   */
	  defaults: {},
  
	  /**
	   * set options
	   * @param {Object} options
	   * @return {Recognizer}
	   */
	  set: function(options) {
		  assign(this.options, options);
  
		  // also update the touchAction, in case something changed about the directions/enabled state
		  this.manager && this.manager.touchAction.update();
		  return this;
	  },
  
	  /**
	   * recognize simultaneous with an other recognizer.
	   * @param {Recognizer} otherRecognizer
	   * @returns {Recognizer} this
	   */
	  recognizeWith: function(otherRecognizer) {
		  if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
			  return this;
		  }
  
		  var simultaneous = this.simultaneous;
		  otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
		  if (!simultaneous[otherRecognizer.id]) {
			  simultaneous[otherRecognizer.id] = otherRecognizer;
			  otherRecognizer.recognizeWith(this);
		  }
		  return this;
	  },
  
	  /**
	   * drop the simultaneous link. it doesnt remove the link on the other recognizer.
	   * @param {Recognizer} otherRecognizer
	   * @returns {Recognizer} this
	   */
	  dropRecognizeWith: function(otherRecognizer) {
		  if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
			  return this;
		  }
  
		  otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
		  delete this.simultaneous[otherRecognizer.id];
		  return this;
	  },
  
	  /**
	   * recognizer can only run when an other is failing
	   * @param {Recognizer} otherRecognizer
	   * @returns {Recognizer} this
	   */
	  requireFailure: function(otherRecognizer) {
		  if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
			  return this;
		  }
  
		  var requireFail = this.requireFail;
		  otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
		  if (inArray(requireFail, otherRecognizer) === -1) {
			  requireFail.push(otherRecognizer);
			  otherRecognizer.requireFailure(this);
		  }
		  return this;
	  },
  
	  /**
	   * drop the requireFailure link. it does not remove the link on the other recognizer.
	   * @param {Recognizer} otherRecognizer
	   * @returns {Recognizer} this
	   */
	  dropRequireFailure: function(otherRecognizer) {
		  if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
			  return this;
		  }
  
		  otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
		  var index = inArray(this.requireFail, otherRecognizer);
		  if (index > -1) {
			  this.requireFail.splice(index, 1);
		  }
		  return this;
	  },
  
	  /**
	   * has require failures boolean
	   * @returns {boolean}
	   */
	  hasRequireFailures: function() {
		  return this.requireFail.length > 0;
	  },
  
	  /**
	   * if the recognizer can recognize simultaneous with an other recognizer
	   * @param {Recognizer} otherRecognizer
	   * @returns {Boolean}
	   */
	  canRecognizeWith: function(otherRecognizer) {
		  return !!this.simultaneous[otherRecognizer.id];
	  },
  
	  /**
	   * You should use `tryEmit` instead of `emit` directly to check
	   * that all the needed recognizers has failed before emitting.
	   * @param {Object} input
	   */
	  emit: function(input) {
		  var self = this;
		  var state = this.state;
  
		  function emit(event) {
			  self.manager.emit(event, input);
		  }
  
		  // 'panstart' and 'panmove'
		  if (state < STATE_ENDED) {
			  emit(self.options.event + stateStr(state));
		  }
  
		  emit(self.options.event); // simple 'eventName' events
  
		  if (input.additionalEvent) { // additional event(panleft, panright, pinchin, pinchout...)
			  emit(input.additionalEvent);
		  }
  
		  // panend and pancancel
		  if (state >= STATE_ENDED) {
			  emit(self.options.event + stateStr(state));
		  }
	  },
  
	  /**
	   * Check that all the require failure recognizers has failed,
	   * if true, it emits a gesture event,
	   * otherwise, setup the state to FAILED.
	   * @param {Object} input
	   */
	  tryEmit: function(input) {
		  if (this.canEmit()) {
			  return this.emit(input);
		  }
		  // it's failing anyway
		  this.state = STATE_FAILED;
	  },
  
	  /**
	   * can we emit?
	   * @returns {boolean}
	   */
	  canEmit: function() {
		  var i = 0;
		  while (i < this.requireFail.length) {
			  if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
				  return false;
			  }
			  i++;
		  }
		  return true;
	  },
  
	  /**
	   * update the recognizer
	   * @param {Object} inputData
	   */
	  recognize: function(inputData) {
		  // make a new copy of the inputData
		  // so we can change the inputData without messing up the other recognizers
		  var inputDataClone = assign({}, inputData);
  
		  // is is enabled and allow recognizing?
		  if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
			  this.reset();
			  this.state = STATE_FAILED;
			  return;
		  }
  
		  // reset when we've reached the end
		  if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
			  this.state = STATE_POSSIBLE;
		  }
  
		  this.state = this.process(inputDataClone);
  
		  // the recognizer has recognized a gesture
		  // so trigger an event
		  if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
			  this.tryEmit(inputDataClone);
		  }
	  },
  
	  /**
	   * return the state of the recognizer
	   * the actual recognizing happens in this method
	   * @virtual
	   * @param {Object} inputData
	   * @returns {Const} STATE
	   */
	  process: function(inputData) { }, // jshint ignore:line
  
	  /**
	   * return the preferred touch-action
	   * @virtual
	   * @returns {Array}
	   */
	  getTouchAction: function() { },
  
	  /**
	   * called when the gesture isn't allowed to recognize
	   * like when another is being recognized or it is disabled
	   * @virtual
	   */
	  reset: function() { }
  };
  
  /**
   * get a usable string, used as event postfix
   * @param {Const} state
   * @returns {String} state
   */
  function stateStr(state) {
	  if (state & STATE_CANCELLED) {
		  return 'cancel';
	  } else if (state & STATE_ENDED) {
		  return 'end';
	  } else if (state & STATE_CHANGED) {
		  return 'move';
	  } else if (state & STATE_BEGAN) {
		  return 'start';
	  }
	  return '';
  }
  
  /**
   * direction cons to string
   * @param {Const} direction
   * @returns {String}
   */
  function directionStr(direction) {
	  if (direction == DIRECTION_DOWN) {
		  return 'down';
	  } else if (direction == DIRECTION_UP) {
		  return 'up';
	  } else if (direction == DIRECTION_LEFT) {
		  return 'left';
	  } else if (direction == DIRECTION_RIGHT) {
		  return 'right';
	  }
	  return '';
  }
  
  /**
   * get a recognizer by name if it is bound to a manager
   * @param {Recognizer|String} otherRecognizer
   * @param {Recognizer} recognizer
   * @returns {Recognizer}
   */
  function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
	  var manager = recognizer.manager;
	  if (manager) {
		  return manager.get(otherRecognizer);
	  }
	  return otherRecognizer;
  }
  
  /**
   * This recognizer is just used as a base for the simple attribute recognizers.
   * @constructor
   * @extends Recognizer
   */
  function AttrRecognizer() {
	  Recognizer.apply(this, arguments);
  }
  
  inherit(AttrRecognizer, Recognizer, {
	  /**
	   * @namespace
	   * @memberof AttrRecognizer
	   */
	  defaults: {
		  /**
		   * @type {Number}
		   * @default 1
		   */
		  pointers: 1
	  },
  
	  /**
	   * Used to check if it the recognizer receives valid input, like input.distance > 10.
	   * @memberof AttrRecognizer
	   * @param {Object} input
	   * @returns {Boolean} recognized
	   */
	  attrTest: function(input) {
		  var optionPointers = this.options.pointers;
		  return optionPointers === 0 || input.pointers.length === optionPointers;
	  },
  
	  /**
	   * Process the input and return the state for the recognizer
	   * @memberof AttrRecognizer
	   * @param {Object} input
	   * @returns {*} State
	   */
	  process: function(input) {
		  var state = this.state;
		  var eventType = input.eventType;
  
		  var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
		  var isValid = this.attrTest(input);
  
		  // on cancel input and we've recognized before, return STATE_CANCELLED
		  if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
			  return state | STATE_CANCELLED;
		  } else if (isRecognized || isValid) {
			  if (eventType & INPUT_END) {
				  return state | STATE_ENDED;
			  } else if (!(state & STATE_BEGAN)) {
				  return STATE_BEGAN;
			  }
			  return state | STATE_CHANGED;
		  }
		  return STATE_FAILED;
	  }
  });
  
  /**
   * Pan
   * Recognized when the pointer is down and moved in the allowed direction.
   * @constructor
   * @extends AttrRecognizer
   */
  function PanRecognizer() {
	  AttrRecognizer.apply(this, arguments);
  
	  this.pX = null;
	  this.pY = null;
  }
  
  inherit(PanRecognizer, AttrRecognizer, {
	  /**
	   * @namespace
	   * @memberof PanRecognizer
	   */
	  defaults: {
		  event: 'pan',
		  threshold: 10,
		  pointers: 1,
		  direction: DIRECTION_ALL
	  },
  
	  getTouchAction: function() {
		  var direction = this.options.direction;
		  var actions = [];
		  if (direction & DIRECTION_HORIZONTAL) {
			  actions.push(TOUCH_ACTION_PAN_Y);
		  }
		  if (direction & DIRECTION_VERTICAL) {
			  actions.push(TOUCH_ACTION_PAN_X);
		  }
		  return actions;
	  },
  
	  directionTest: function(input) {
		  var options = this.options;
		  var hasMoved = true;
		  var distance = input.distance;
		  var direction = input.direction;
		  var x = input.deltaX;
		  var y = input.deltaY;
  
		  // lock to axis?
		  if (!(direction & options.direction)) {
			  if (options.direction & DIRECTION_HORIZONTAL) {
				  direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
				  hasMoved = x != this.pX;
				  distance = Math.abs(input.deltaX);
			  } else {
				  direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
				  hasMoved = y != this.pY;
				  distance = Math.abs(input.deltaY);
			  }
		  }
		  input.direction = direction;
		  return hasMoved && distance > options.threshold && direction & options.direction;
	  },
  
	  attrTest: function(input) {
		  return AttrRecognizer.prototype.attrTest.call(this, input) &&
			  (this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
	  },
  
	  emit: function(input) {
  
		  this.pX = input.deltaX;
		  this.pY = input.deltaY;
  
		  var direction = directionStr(input.direction);
  
		  if (direction) {
			  input.additionalEvent = this.options.event + direction;
		  }
		  this._super.emit.call(this, input);
	  }
  });
  
  /**
   * Pinch
   * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
   * @constructor
   * @extends AttrRecognizer
   */
  function PinchRecognizer() {
	  AttrRecognizer.apply(this, arguments);
  }
  
  inherit(PinchRecognizer, AttrRecognizer, {
	  /**
	   * @namespace
	   * @memberof PinchRecognizer
	   */
	  defaults: {
		  event: 'pinch',
		  threshold: 0,
		  pointers: 2
	  },
  
	  getTouchAction: function() {
		  return [TOUCH_ACTION_NONE];
	  },
  
	  attrTest: function(input) {
		  return this._super.attrTest.call(this, input) &&
			  (Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
	  },
  
	  emit: function(input) {
		  if (input.scale !== 1) {
			  var inOut = input.scale < 1 ? 'in' : 'out';
			  input.additionalEvent = this.options.event + inOut;
		  }
		  this._super.emit.call(this, input);
	  }
  });
  
  /**
   * Press
   * Recognized when the pointer is down for x ms without any movement.
   * @constructor
   * @extends Recognizer
   */
  function PressRecognizer() {
	  Recognizer.apply(this, arguments);
  
	  this._timer = null;
	  this._input = null;
  }
  
  inherit(PressRecognizer, Recognizer, {
	  /**
	   * @namespace
	   * @memberof PressRecognizer
	   */
	  defaults: {
		  event: 'press',
		  pointers: 1,
		  time: 251, // minimal time of the pointer to be pressed
		  threshold: 9 // a minimal movement is ok, but keep it low
	  },
  
	  getTouchAction: function() {
		  return [TOUCH_ACTION_AUTO];
	  },
  
	  process: function(input) {
		  var options = this.options;
		  var validPointers = input.pointers.length === options.pointers;
		  var validMovement = input.distance < options.threshold;
		  var validTime = input.deltaTime > options.time;
  
		  this._input = input;
  
		  // we only allow little movement
		  // and we've reached an end event, so a tap is possible
		  if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
			  this.reset();
		  } else if (input.eventType & INPUT_START) {
			  this.reset();
			  this._timer = setTimeoutContext(function() {
				  this.state = STATE_RECOGNIZED;
				  this.tryEmit();
			  }, options.time, this);
		  } else if (input.eventType & INPUT_END) {
			  return STATE_RECOGNIZED;
		  }
		  return STATE_FAILED;
	  },
  
	  reset: function() {
		  clearTimeout(this._timer);
	  },
  
	  emit: function(input) {
		  if (this.state !== STATE_RECOGNIZED) {
			  return;
		  }
  
		  if (input && (input.eventType & INPUT_END)) {
			  this.manager.emit(this.options.event + 'up', input);
		  } else {
			  this._input.timeStamp = now();
			  this.manager.emit(this.options.event, this._input);
		  }
	  }
  });
  
  /**
   * Rotate
   * Recognized when two or more pointer are moving in a circular motion.
   * @constructor
   * @extends AttrRecognizer
   */
  function RotateRecognizer() {
	  AttrRecognizer.apply(this, arguments);
  }
  
  inherit(RotateRecognizer, AttrRecognizer, {
	  /**
	   * @namespace
	   * @memberof RotateRecognizer
	   */
	  defaults: {
		  event: 'rotate',
		  threshold: 0,
		  pointers: 2
	  },
  
	  getTouchAction: function() {
		  return [TOUCH_ACTION_NONE];
	  },
  
	  attrTest: function(input) {
		  return this._super.attrTest.call(this, input) &&
			  (Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
	  }
  });
  
  /**
   * Swipe
   * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
   * @constructor
   * @extends AttrRecognizer
   */
  function SwipeRecognizer() {
	  AttrRecognizer.apply(this, arguments);
  }
  
  inherit(SwipeRecognizer, AttrRecognizer, {
	  /**
	   * @namespace
	   * @memberof SwipeRecognizer
	   */
	  defaults: {
		  event: 'swipe',
		  threshold: 10,
		  velocity: 0.3,
		  direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
		  pointers: 1
	  },
  
	  getTouchAction: function() {
		  return PanRecognizer.prototype.getTouchAction.call(this);
	  },
  
	  attrTest: function(input) {
		  var direction = this.options.direction;
		  var velocity;
  
		  if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
			  velocity = input.overallVelocity;
		  } else if (direction & DIRECTION_HORIZONTAL) {
			  velocity = input.overallVelocityX;
		  } else if (direction & DIRECTION_VERTICAL) {
			  velocity = input.overallVelocityY;
		  }
  
		  return this._super.attrTest.call(this, input) &&
			  direction & input.offsetDirection &&
			  input.distance > this.options.threshold &&
			  input.maxPointers == this.options.pointers &&
			  abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
	  },
  
	  emit: function(input) {
		  var direction = directionStr(input.offsetDirection);
		  if (direction) {
			  this.manager.emit(this.options.event + direction, input);
		  }
  
		  this.manager.emit(this.options.event, input);
	  }
  });
  
  /**
   * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
   * between the given interval and position. The delay option can be used to recognize multi-taps without firing
   * a single tap.
   *
   * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
   * multi-taps being recognized.
   * @constructor
   * @extends Recognizer
   */
  function TapRecognizer() {
	  Recognizer.apply(this, arguments);
  
	  // previous time and center,
	  // used for tap counting
	  this.pTime = false;
	  this.pCenter = false;
  
	  this._timer = null;
	  this._input = null;
	  this.count = 0;
  }
  
  inherit(TapRecognizer, Recognizer, {
	  /**
	   * @namespace
	   * @memberof PinchRecognizer
	   */
	  defaults: {
		  event: 'tap',
		  pointers: 1,
		  taps: 1,
		  interval: 300, // max time between the multi-tap taps
		  time: 250, // max time of the pointer to be down (like finger on the screen)
		  threshold: 9, // a minimal movement is ok, but keep it low
		  posThreshold: 10 // a multi-tap can be a bit off the initial position
	  },
  
	  getTouchAction: function() {
		  return [TOUCH_ACTION_MANIPULATION];
	  },
  
	  process: function(input) {
		  var options = this.options;
  
		  var validPointers = input.pointers.length === options.pointers;
		  var validMovement = input.distance < options.threshold;
		  var validTouchTime = input.deltaTime < options.time;
  
		  this.reset();
  
		  if ((input.eventType & INPUT_START) && (this.count === 0)) {
			  return this.failTimeout();
		  }
  
		  // we only allow little movement
		  // and we've reached an end event, so a tap is possible
		  if (validMovement && validTouchTime && validPointers) {
			  if (input.eventType != INPUT_END) {
				  return this.failTimeout();
			  }
  
			  var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
			  var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;
  
			  this.pTime = input.timeStamp;
			  this.pCenter = input.center;
  
			  if (!validMultiTap || !validInterval) {
				  this.count = 1;
			  } else {
				  this.count += 1;
			  }
  
			  this._input = input;
  
			  // if tap count matches we have recognized it,
			  // else it has began recognizing...
			  var tapCount = this.count % options.taps;
			  if (tapCount === 0) {
				  // no failing requirements, immediately trigger the tap event
				  // or wait as long as the multitap interval to trigger
				  if (!this.hasRequireFailures()) {
					  return STATE_RECOGNIZED;
				  } else {
					  this._timer = setTimeoutContext(function() {
						  this.state = STATE_RECOGNIZED;
						  this.tryEmit();
					  }, options.interval, this);
					  return STATE_BEGAN;
				  }
			  }
		  }
		  return STATE_FAILED;
	  },
  
	  failTimeout: function() {
		  this._timer = setTimeoutContext(function() {
			  this.state = STATE_FAILED;
		  }, this.options.interval, this);
		  return STATE_FAILED;
	  },
  
	  reset: function() {
		  clearTimeout(this._timer);
	  },
  
	  emit: function() {
		  if (this.state == STATE_RECOGNIZED) {
			  this._input.tapCount = this.count;
			  this.manager.emit(this.options.event, this._input);
		  }
	  }
  });
  
  /**
   * Simple way to create a manager with a default set of recognizers.
   * @param {HTMLElement} element
   * @param {Object} [options]
   * @constructor
   */
  function Hammer(element, options) {
	  options = options || {};
	  options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
	  return new Manager(element, options);
  }
  
  /**
   * @const {string}
   */
  Hammer.VERSION = '2.0.8';
  
  /**
   * default settings
   * @namespace
   */
  Hammer.defaults = {
	  /**
	   * set if DOM events are being triggered.
	   * But this is slower and unused by simple implementations, so disabled by default.
	   * @type {Boolean}
	   * @default false
	   */
	  domEvents: false,
  
	  /**
	   * The value for the touchAction property/fallback.
	   * When set to `compute` it will magically set the correct value based on the added recognizers.
	   * @type {String}
	   * @default compute
	   */
	  touchAction: TOUCH_ACTION_COMPUTE,
  
	  /**
	   * @type {Boolean}
	   * @default true
	   */
	  enable: true,
  
	  /**
	   * EXPERIMENTAL FEATURE -- can be removed/changed
	   * Change the parent input target element.
	   * If Null, then it is being set the to main element.
	   * @type {Null|EventTarget}
	   * @default null
	   */
	  inputTarget: null,
  
	  /**
	   * force an input class
	   * @type {Null|Function}
	   * @default null
	   */
	  inputClass: null,
  
	  /**
	   * Default recognizer setup when calling `Hammer()`
	   * When creating a new Manager these will be skipped.
	   * @type {Array}
	   */
	  preset: [
		  // RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
		  [RotateRecognizer, {enable: false}],
		  [PinchRecognizer, {enable: false}, ['rotate']],
		  [SwipeRecognizer, {direction: DIRECTION_HORIZONTAL}],
		  [PanRecognizer, {direction: DIRECTION_HORIZONTAL}, ['swipe']],
		  [TapRecognizer],
		  [TapRecognizer, {event: 'doubletap', taps: 2}, ['tap']],
		  [PressRecognizer]
	  ],
  
	  /**
	   * Some CSS properties can be used to improve the working of Hammer.
	   * Add them to this method and they will be set when creating a new Manager.
	   * @namespace
	   */
	  cssProps: {
		  /**
		   * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
		   * @type {String}
		   * @default 'none'
		   */
		  userSelect: 'none',
  
		  /**
		   * Disable the Windows Phone grippers when pressing an element.
		   * @type {String}
		   * @default 'none'
		   */
		  touchSelect: 'none',
  
		  /**
		   * Disables the default callout shown when you touch and hold a touch target.
		   * On iOS, when you touch and hold a touch target such as a link, Safari displays
		   * a callout containing information about the link. This property allows you to disable that callout.
		   * @type {String}
		   * @default 'none'
		   */
		  touchCallout: 'none',
  
		  /**
		   * Specifies whether zooming is enabled. Used by IE10>
		   * @type {String}
		   * @default 'none'
		   */
		  contentZooming: 'none',
  
		  /**
		   * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
		   * @type {String}
		   * @default 'none'
		   */
		  userDrag: 'none',
  
		  /**
		   * Overrides the highlight color shown when the user taps a link or a JavaScript
		   * clickable element in iOS. This property obeys the alpha value, if specified.
		   * @type {String}
		   * @default 'rgba(0,0,0,0)'
		   */
		  tapHighlightColor: 'rgba(0,0,0,0)'
	  }
  };
  
  var STOP = 1;
  var FORCED_STOP = 2;
  
  /**
   * Manager
   * @param {HTMLElement} element
   * @param {Object} [options]
   * @constructor
   */
  function Manager(element, options) {
	  this.options = assign({}, Hammer.defaults, options || {});
  
	  this.options.inputTarget = this.options.inputTarget || element;
  
	  this.handlers = {};
	  this.session = {};
	  this.recognizers = [];
	  this.oldCssProps = {};
  
	  this.element = element;
	  this.input = createInputInstance(this);
	  this.touchAction = new TouchAction(this, this.options.touchAction);
  
	  toggleCssProps(this, true);
  
	  each(this.options.recognizers, function(item) {
		  var recognizer = this.add(new (item[0])(item[1]));
		  item[2] && recognizer.recognizeWith(item[2]);
		  item[3] && recognizer.requireFailure(item[3]);
	  }, this);
  }
  
  Manager.prototype = {
	  /**
	   * set options
	   * @param {Object} options
	   * @returns {Manager}
	   */
	  set: function(options) {
		  assign(this.options, options);
  
		  // Options that need a little more setup
		  if (options.touchAction) {
			  this.touchAction.update();
		  }
		  if (options.inputTarget) {
			  // Clean up existing event listeners and reinitialize
			  this.input.destroy();
			  this.input.target = options.inputTarget;
			  this.input.init();
		  }
		  return this;
	  },
  
	  /**
	   * stop recognizing for this session.
	   * This session will be discarded, when a new [input]start event is fired.
	   * When forced, the recognizer cycle is stopped immediately.
	   * @param {Boolean} [force]
	   */
	  stop: function(force) {
		  this.session.stopped = force ? FORCED_STOP : STOP;
	  },
  
	  /**
	   * run the recognizers!
	   * called by the inputHandler function on every movement of the pointers (touches)
	   * it walks through all the recognizers and tries to detect the gesture that is being made
	   * @param {Object} inputData
	   */
	  recognize: function(inputData) {
		  var session = this.session;
		  if (session.stopped) {
			  return;
		  }
  
		  // run the touch-action polyfill
		  this.touchAction.preventDefaults(inputData);
  
		  var recognizer;
		  var recognizers = this.recognizers;
  
		  // this holds the recognizer that is being recognized.
		  // so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
		  // if no recognizer is detecting a thing, it is set to `null`
		  var curRecognizer = session.curRecognizer;
  
		  // reset when the last recognizer is recognized
		  // or when we're in a new session
		  if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
			  curRecognizer = session.curRecognizer = null;
		  }
  
		  var i = 0;
		  while (i < recognizers.length) {
			  recognizer = recognizers[i];
  
			  // find out if we are allowed try to recognize the input for this one.
			  // 1.   allow if the session is NOT forced stopped (see the .stop() method)
			  // 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
			  //      that is being recognized.
			  // 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
			  //      this can be setup with the `recognizeWith()` method on the recognizer.
			  if (session.stopped !== FORCED_STOP && ( // 1
					  !curRecognizer || recognizer == curRecognizer || // 2
					  recognizer.canRecognizeWith(curRecognizer))) { // 3
				  recognizer.recognize(inputData);
			  } else {
				  recognizer.reset();
			  }
  
			  // if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
			  // current active recognizer. but only if we don't already have an active recognizer
			  if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
				  curRecognizer = session.curRecognizer = recognizer;
			  }
			  i++;
		  }
	  },
  
	  /**
	   * get a recognizer by its event name.
	   * @param {Recognizer|String} recognizer
	   * @returns {Recognizer|Null}
	   */
	  get: function(recognizer) {
		  if (recognizer instanceof Recognizer) {
			  return recognizer;
		  }
  
		  var recognizers = this.recognizers;
		  for (var i = 0; i < recognizers.length; i++) {
			  if (recognizers[i].options.event == recognizer) {
				  return recognizers[i];
			  }
		  }
		  return null;
	  },
  
	  /**
	   * add a recognizer to the manager
	   * existing recognizers with the same event name will be removed
	   * @param {Recognizer} recognizer
	   * @returns {Recognizer|Manager}
	   */
	  add: function(recognizer) {
		  if (invokeArrayArg(recognizer, 'add', this)) {
			  return this;
		  }
  
		  // remove existing
		  var existing = this.get(recognizer.options.event);
		  if (existing) {
			  this.remove(existing);
		  }
  
		  this.recognizers.push(recognizer);
		  recognizer.manager = this;
  
		  this.touchAction.update();
		  return recognizer;
	  },
  
	  /**
	   * remove a recognizer by name or instance
	   * @param {Recognizer|String} recognizer
	   * @returns {Manager}
	   */
	  remove: function(recognizer) {
		  if (invokeArrayArg(recognizer, 'remove', this)) {
			  return this;
		  }
  
		  recognizer = this.get(recognizer);
  
		  // let's make sure this recognizer exists
		  if (recognizer) {
			  var recognizers = this.recognizers;
			  var index = inArray(recognizers, recognizer);
  
			  if (index !== -1) {
				  recognizers.splice(index, 1);
				  this.touchAction.update();
			  }
		  }
  
		  return this;
	  },
  
	  /**
	   * bind event
	   * @param {String} events
	   * @param {Function} handler
	   * @returns {EventEmitter} this
	   */
	  on: function(events, handler) {
		  if (events === undefined) {
			  return;
		  }
		  if (handler === undefined) {
			  return;
		  }
  
		  var handlers = this.handlers;
		  each(splitStr(events), function(event) {
			  handlers[event] = handlers[event] || [];
			  handlers[event].push(handler);
		  });
		  return this;
	  },
  
	  /**
	   * unbind event, leave emit blank to remove all handlers
	   * @param {String} events
	   * @param {Function} [handler]
	   * @returns {EventEmitter} this
	   */
	  off: function(events, handler) {
		  if (events === undefined) {
			  return;
		  }
  
		  var handlers = this.handlers;
		  each(splitStr(events), function(event) {
			  if (!handler) {
				  delete handlers[event];
			  } else {
				  handlers[event] && handlers[event].splice(inArray(handlers[event], handler), 1);
			  }
		  });
		  return this;
	  },
  
	  /**
	   * emit event to the listeners
	   * @param {String} event
	   * @param {Object} data
	   */
	  emit: function(event, data) {
		  // we also want to trigger dom events
		  if (this.options.domEvents) {
			  triggerDomEvent(event, data);
		  }
  
		  // no handlers, so skip it all
		  var handlers = this.handlers[event] && this.handlers[event].slice();
		  if (!handlers || !handlers.length) {
			  return;
		  }
  
		  data.type = event;
		  data.preventDefault = function() {
			  data.srcEvent.preventDefault();
		  };
  
		  var i = 0;
		  while (i < handlers.length) {
			  handlers[i](data);
			  i++;
		  }
	  },
  
	  /**
	   * destroy the manager and unbinds all events
	   * it doesn't unbind dom events, that is the user own responsibility
	   */
	  destroy: function() {
		  this.element && toggleCssProps(this, false);
  
		  this.handlers = {};
		  this.session = {};
		  this.input.destroy();
		  this.element = null;
	  }
  };
  
  /**
   * add/remove the css properties as defined in manager.options.cssProps
   * @param {Manager} manager
   * @param {Boolean} add
   */
  function toggleCssProps(manager, add) {
	  var element = manager.element;
	  if (!element.style) {
		  return;
	  }
	  var prop;
	  each(manager.options.cssProps, function(value, name) {
		  prop = prefixed(element.style, name);
		  if (add) {
			  manager.oldCssProps[prop] = element.style[prop];
			  element.style[prop] = value;
		  } else {
			  element.style[prop] = manager.oldCssProps[prop] || '';
		  }
	  });
	  if (!add) {
		  manager.oldCssProps = {};
	  }
  }
  
  /**
   * trigger dom event
   * @param {String} event
   * @param {Object} data
   */
  function triggerDomEvent(event, data) {
	  var gestureEvent = document.createEvent('Event');
	  gestureEvent.initEvent(event, true, true);
	  gestureEvent.gesture = data;
	  data.target.dispatchEvent(gestureEvent);
  }
  
  assign(Hammer, {
	  INPUT_START: INPUT_START,
	  INPUT_MOVE: INPUT_MOVE,
	  INPUT_END: INPUT_END,
	  INPUT_CANCEL: INPUT_CANCEL,
  
	  STATE_POSSIBLE: STATE_POSSIBLE,
	  STATE_BEGAN: STATE_BEGAN,
	  STATE_CHANGED: STATE_CHANGED,
	  STATE_ENDED: STATE_ENDED,
	  STATE_RECOGNIZED: STATE_RECOGNIZED,
	  STATE_CANCELLED: STATE_CANCELLED,
	  STATE_FAILED: STATE_FAILED,
  
	  DIRECTION_NONE: DIRECTION_NONE,
	  DIRECTION_LEFT: DIRECTION_LEFT,
	  DIRECTION_RIGHT: DIRECTION_RIGHT,
	  DIRECTION_UP: DIRECTION_UP,
	  DIRECTION_DOWN: DIRECTION_DOWN,
	  DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
	  DIRECTION_VERTICAL: DIRECTION_VERTICAL,
	  DIRECTION_ALL: DIRECTION_ALL,
  
	  Manager: Manager,
	  Input: Input,
	  TouchAction: TouchAction,
  
	  TouchInput: TouchInput,
	  MouseInput: MouseInput,
	  PointerEventInput: PointerEventInput,
	  TouchMouseInput: TouchMouseInput,
	  SingleTouchInput: SingleTouchInput,
  
	  Recognizer: Recognizer,
	  AttrRecognizer: AttrRecognizer,
	  Tap: TapRecognizer,
	  Pan: PanRecognizer,
	  Swipe: SwipeRecognizer,
	  Pinch: PinchRecognizer,
	  Rotate: RotateRecognizer,
	  Press: PressRecognizer,
  
	  on: addEventListeners,
	  off: removeEventListeners,
	  each: each,
	  merge: merge,
	  extend: extend,
	  assign: assign,
	  inherit: inherit,
	  bindFn: bindFn,
	  prefixed: prefixed
  });
  
  // this prevents errors when Hammer is loaded in the presence of an AMD
  //  style loader but by script tag, not by the loader.
  var freeGlobal = (typeof window !== 'undefined' ? window : (typeof self !== 'undefined' ? self : {})); // jshint ignore:line
  freeGlobal.Hammer = Hammer;
  
  if (typeof define === 'function' && define.amd) {
	  define(function() {
		  return Hammer;
	  });
  } else if (typeof module != 'undefined' && module.exports) {
	  module.exports = Hammer;
  } else {
	  window[exportName] = Hammer;
  }
  
  })(window, document, 'Hammer');
  